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PHASE SUMMARY

UPKEEP MOVEMENT ARKHAM OTHER WORLD MYTHOS


ENCOUNTERS ENCOUNTERS
-Refresh Cards -Fight or Evade all NO GATE: Draw -Open Gate (doom token)
Discard
-Perform Upkeep Monsters Location Specific Action Card
-Use Items OR -Spawn Monsters
-Adjust Sliders -Standup (If previously delayed) Draw Shuffle
OR Card Deck -Place Clue Token
-(Arkham)Move your
speed value or less GATE: -Move Monsters
-(Other World) Move Explored: Close/Seal
to right, or back to Gate -Resolve Special Abilty
(Discard monsters with same
Arkham symbol as a closed gate) **Resolve any Rumor Card's

Unexplored: Drawn that require "end of turn"


actions.
-Pickup any clues at through the gate, draw a
destination card next phase

MONSTER INFO
BLACK YELLOW RED GREEN BLUE
Normal Movement Stationary Fast - Moves twice Unique - read back side of Flying - moves to adjacent
monster card for movement info. investigators in the street, or to the
sky if there are none.

MONSTER CARD BREAKDOWN


MONSTER SPECIAL ABILITIES Ghoul -3 Ambush
Most of the bodies while roughly
bipedal, had a forward shamping Special Abilities
AMBUSH - Investigator cannont flee and a vaguely canine cast. The
texture of the majority was a kind
(Refer Left)
ENDLESS - Monster cannot be collected as a monster trophy of unpleasant rubberiness.
Quote/Instructions
X RESISTANCE - 1/2 damage of resisted type (Round up) -3 -3 Combat Modifier
X IMMUNITY - X dmage type is negated Stamina Cost
NIGHTMARISH # - Passing the horror check still costs # sanity (Refer above)Movement
Type
OVERWHELMING # - Defeating the monster still costs # stamina Monster Name Toughness
Evade Modifier Sanity Cost
Movement Symbol Horror Modifier

COMBAT
Win BATTLE ENDS Win COLLECT TROPHY
EVADE Win FIGHT
Choose
Equipment/
COMBAT
CHECK HORROR Spells** CHECK Lose
Lose
Lose or Lose
(Skip to Stamina CHECK Lose EVADE Stamina
horror check Lose FLEE
if not evading)
(Optional) Sanity CHECK Win BATTLE ENDS
(Stay put)

(Optional)

Roll for Spell Casting*

*Casting a spell before rolling for damage only really pertains to situations like like casting Red Sign of Shudde Mell before the horror check to negate Nightmarish.
**If you had cast a spell like Red Sign of Shudde Mell to lower a monsters toughness, then switch to a two handed weapon, the spells abilities are no longer in effect.

INSANE/UNCONCIOUS GAME SETUP


Discard half of all items (Rounded down) MONSTER LIMIT = (# of players) + 3
(common items, unique items, and spells)
OUTSKIRTS LIMIT = 8 - (# of players)
Remove half of all clue tokens (Rounded down)
MAX # OF OPEN GATES = 9 - (# of players)/2 (Rounded down)
Arkham: DAMAGE TO ANCIENT ONE: cost of 1 doom token = (# of players)
Sanity redueced to 0: go to Asylum gain 1 Sanity SENT TO JAIL = Lose half your money and become delayed.
Stamina redueced to 0: go to St. Marys gain 1 Stamina
Other World:
you are lost in time and space, gain sanity and stamina
to a minimum of 1.
Both Sanity and Stamina reduced to 0:
Devoured
Game Setup Phase Ancient One Awakes if
1. Prepare playing area Doom Track is full.

2. Place clue tokens on unstable locations. (red diamonds) Too many gates open.

3. Select first player and give token to them. No gate markers are left.
4. Determine investigators.
No monsters left in the cup.
5. Choose ancient one randomly.
Terror level reaches 10 and the
6. Place decks monster count is twice the normal
monster limit.
7. Hand out fixed posessions.
** Fill its doom track when it awakens.
8. Shuffle investigator decks.

9. Hand out random posessions.


Closing & Sealing Gates
10. Hand out sanity, stamina and sliders.
Close: Lore or Combat check
11. Create monster cup. modified by the number on the gate
or use an Elder Sign card
12. Shuffle monster decks and gate markers.
** All monsters with that gates dimensional
13. Place investigators on their homes.
symbol return to cup.
14. Draw and resolve a non-rumor mythos card.
Seal: Discard 5 clue tokens
15. Add a doom token. immediately after closing.

Skill Checks Ancient One Battle

Combat checks Fight 1. Investigators Refresh & Trade items.

Evade checks Sneak 2. Each investigator attacks in turn.

Horror checks Will 3. Ancient One attacks.

Spells check Lore

Terror Level Actions

Return one ally to the deck for every increase. At 9 Ye Olde Magick Shoppe closes.

At 3 the General Store closes. At 10 the Monster limit is removed. Add a doom token.
Arkham is overrun.
At 6 the Curiositie Shoppe closes.